Great Britain
Reinforced Platoon 1500 pts 20 Order Dice
Platoon #1
Special
Artillery Forward Observer (Forward Observer) Regular (free)
Composition: 1 Soldiers
Weapon Range (") Shots Pen Special Rules
1 x Rifle 24 1 - -
Options: Rifle
Required
2nd Lieutenant (Officer) Inexperienced (35pts)
Composition: 1 Officer
Weapon Range (") Shots Pen Special Rules
1 x Rifle 24 1 - -
Options: Rifle
Commando Section Veteran (80pts)
Composition: 1 NCO + 4 Soldiers
Weapon Range (") Shots Pen Special Rules
5 x Submachine gun (SMG) 12 2 - Assault
Options: NCO: Submachine gun (SMG), Squad: Submachine gun (SMG) x 4
Special Rules: Behind Enemy Lines, Tough Fighter, Assault
Commando Section Veteran (80pts)
Composition: 1 NCO + 4 Soldiers
Weapon Range (") Shots Pen Special Rules
5 x Submachine gun (SMG) 12 2 - Assault
Options: NCO: Submachine gun (SMG), Squad: Submachine gun (SMG) x 4
Special Rules: Behind Enemy Lines, Tough Fighter, Assault
Infantry
Medium Mortar Team Regular (60pts)
Composition: 4 Soldiers
Weapon Range (") Shots Pen Special Rules
1 x Medium mortar 12-60 1 - Team Weapon, Fixed,
Indirect Fire, HE (2")
Options: Spotter
Special Rules: Team Weapon, Fixed, Indirect Fire, HE (2"), Spotter
Sniper Team Regular (50pts)
Composition: 2 Soldiers
Weapon Range (") Shots Pen Special Rules
1 x Rifle 24 1 - -
2 x Pistol 6 1 - Assault
Special Rules: Team Weapon, Sniper, Assault
Blacker Bombard Anti-tank Team Regular (40pts)
Composition: 3 Soldiers
Weapon Range (") Shots Pen Special Rules
1 x Blacker bombard 24 1 - Team Weapon, Fixed,
(Blacker Bombard) HE (2")
Special Rules: Team Weapon, Fixed, HE (2")
Artillery
Light Artillery Regular (65pts)
Composition: 4 Soldiers
Weapon Range (") Shots Pen Special Rules
1 x Light howitzer 48 (or 1 - Team Weapon, Fixed,
24-60) Howitzer, HE (2")
Options: Spotter
Special Rules: Gun Shield, Team Weapon, Fixed, Howitzer, HE (2"), 25-pdr AT Shell, Spotter
Tanks and Tank Destroyers
Cruiser Tank MK VIII Cromwell Regular (205pts)
Damage Value: Medium tank (9+)
Weapon Range (") Shots Pen Special Rules
1 x Turret-mounted medium AT gun 60 1 5 HE (1")
1 x Coaxial medium machine gun 36 5 - -
(MMG)
Weapon Range (") Shots Pen Special Rules
1 x Hull-mounted medium machine 36 5 - -
gun (MMG)
Special Rules: HE (2"), HE (1")
Transports and Tows
Jeep Inexperienced (17pts)
Damage Value: All soft-skinned vehicles (6+) Transport: 3
Tow: Light AT gun, Light howitzer, Light Anti Aircraft Gun
No weapons
30CWT Truck Inexperienced (28pts)
Damage Value: All soft-skinned vehicles (6+) Transport: 10
Tow: Light AT gun, Medium AT gun, Light howitzer, Light Anti Aircraft Gun, Medium Anti Aircraft
Gun, Heavy Anti Aircraft Gun
No weapons
Platoon #2
Required
2nd Lieutenant (Officer) Inexperienced (35pts)
Composition: 1 Officer
Weapon Range (") Shots Pen Special Rules
1 x Pistol 6 1 - Assault
Special Rules: Assault
Regular Infantry Section (Mid/Late War) Regular (50pts)
Composition: 1 NCO + 4 Soldiers
Weapon Range (") Shots Pen Special Rules
5 x Rifle 24 1 - -
Regular Infantry Section (Mid/Late War) Regular (50pts)
Composition: 1 NCO + 4 Soldiers
Weapon Range (") Shots Pen Special Rules
5 x Rifle 24 1 - -
Armoured Cars
Staghound Mark I Heavy Armoured Car Regular (145pts)
Damage Value: Light tank (8+)
Weapon Range (") Shots Pen Special Rules
1 x Turret-mounted light AT gun 48 1 4 HE (1")
1 x Coaxial medium machine gun 36 5 - -
(MMG)
1 x Hull-mounted, forward-facing 36 5 - -
medium machine gun (MMG)
Special Rules: Recce, HE (1")
Tanks and Tank Destroyers
Churchill AVRE Regular (290pts)
Damage Value: Heavy tank (10+)
Weapon Range (") Shots Pen Special Rules
1 x Turret-mounted heavy howitzer 72 (or 1 - Howitzer, HE (4")
36-84)
1 x Coaxial medium machine gun 36 5 - -
(MMG)
1 x Hull-mounted, forward-facing 36 5 - -
medium machine gun (MMG)
Special Rules: Slow, Petard Mortar, Howitzer, HE (4")
Platoon #3
Required
2nd Lieutenant (Officer) Inexperienced (35pts)
Composition: 1 Officer
Weapon Range (") Shots Pen Special Rules
1 x Pistol 6 1 - Assault
Special Rules: Assault
Regular Infantry Section (Mid/Late War) Regular (50pts)
Composition: 1 NCO + 4 Soldiers
Weapon Range (") Shots Pen Special Rules
5 x Rifle 24 1 - -
Regular Infantry Section (Mid/Late War) Regular (50pts)
Composition: 1 NCO + 4 Soldiers
Weapon Range (") Shots Pen Special Rules
5 x Rifle 24 1 - -
Tanks and Tank Destroyers
Crusader AA MK I (Crusader III AA MK I & MK II) Regular (135pts)
Damage Value: Light tank (8+)
Weapon Range (") Shots Pen Special Rules
1 x Double, enclosed, turret- 48 2 2 HE (1")
mounted light automatic cannon
Options: Crusader AA MK II
Special Rules: Flak, HE (1")
Name Description
25-pdr AT Can shoot either HE or AT – if put into ambush the player must specify which kind of shell is
Shell loaded.
25-pdr AT Can shoot either HE or AT – if put into ambush the player must specify which kind of shell is
Shell loaded.
Assault No penalty to hit when moving and shooting. Infantry models armed with an assault weapon
count as tough fighters.
Assault No penalty to hit when moving and shooting. Infantry models armed with an assault weapon
count as tough fighters.
Behind When Outflanking can ignore the –1 modifier to the Order test for coming onto the table
Enemy
Lines
Behind When Outflanking can ignore the –1 modifier to the Order test for coming onto the table
Enemy
Lines
Fixed Only targets enemies within front arc. On Advance, doesn't move, but can rotate and fire at –1 to
hit. Run order as normal.
Fixed Only targets enemies within front arc. On Advance, doesn't move, but can rotate and fire at –1 to
hit. Run order as normal.
Flak Automatically fires at attacking aircraft it lies within their range and firing arc, regardless of
whether they've already taken an action this turn. This doesn't require an action and takes place
outside of the normal turn sequence.
Flak Automatically fires at attacking aircraft it lies within their range and firing arc, regardless of
whether they've already taken an action this turn. This doesn't require an action and takes place
outside of the normal turn sequence.
Gun Shield If a gun is equipped with a gun shield, the die roll an enemy requires to score damage for a hit
from the front arc of the gun and is increased by +1. Inexperienced crew behind a gun shield are
damaged on 4+, regulars 5+ and veterans 6+. Roll is modified by pen value of the weapon in the
usual way. Hits from HE, flamethrowers and close quarters attacks ignore the gun shield rule.
Gun Shield If a gun is equipped with a gun shield, the die roll an enemy requires to score damage for a hit
from the front arc of the gun and is increased by +1. Inexperienced crew behind a gun shield are
damaged on 4+, regulars 5+ and veterans 6+. Roll is modified by pen value of the weapon in the
usual way. Hits from HE, flamethrowers and close quarters attacks ignore the gun shield rule.
HE (1") Some weapons can fire either anti-tank shots (using Pen value indicated) or HE shots. Player must
declare which type of shot the weapon is firing as he declares the target.
HE (1") Some weapons can fire either anti-tank shots (using Pen value indicated) or HE shots. Player must
declare which type of shot the weapon is firing as he declares the target.
HE (2") Some weapons can fire either anti-tank shots (using Pen value indicated) or HE shots. Player must
declare which type of shot the weapon is firing as he declares the target.
HE (2") Some weapons can fire either anti-tank shots (using Pen value indicated) or HE shots. Player must
declare which type of shot the weapon is firing as he declares the target.
HE (4") Some weapons can fire either anti-tank shots (using Pen value indicated) or HE shots. Player must
Name Description
declare which type of shot the weapon is firing as he declares the target.
HE (4") Some weapons can fire either anti-tank shots (using Pen value indicated) or HE shots. Player must
declare which type of shot the weapon is firing as he declares the target.
Howitzer When firing directly it has no minimum range. When indirect fire, has a minimum range (shown on
the weapon chart). If switching from indirect to direct and then returning to indirect, always
against the same target, the zeroing-in sequence is reset.
Howitzer When firing directly it has no minimum range. When indirect fire, has a minimum range (shown on
the weapon chart). If switching from indirect to direct and then returning to indirect, always
against the same target, the zeroing-in sequence is reset.
Indirect These indirect fire weapons cannot be fired at targets within their minimum range (see weapon
Fire profiles). If a target is within this minimum range the shot misses automatically. Check rulebook/
app for full details.
Indirect These indirect fire weapons cannot be fired at targets within their minimum range (see weapon
Fire profiles). If a target is within this minimum range the shot misses automatically. Check rulebook/
app for full details.
Petard The Petard Mortar cannot fire at long range.
Mortar
Petard The Petard Mortar cannot fire at long range.
Mortar
Recce When reversing can reverse at full Advance rate (i.e. 12” or 9”) rather than half rate, and
manoeuvre as if driving forward.
Recce When reversing can reverse at full Advance rate (i.e. 12” or 9”) rather than half rate, and
manoeuvre as if driving forward.
Slow Basic move rate of 6” when Advancing and 12” at a Run.
Slow Basic move rate of 6” when Advancing and 12” at a Run.
Sniper When using Fire or Ambush the player can decide to use scope: Rifle range changes to 36”. If
target is within 12”, shot misses automatically. See app/rulebook for full entry.
Sniper When using Fire or Ambush the player can decide to use scope: Rifle range changes to 36”. If
target is within 12”, shot misses automatically. See app/rulebook for full entry.
Spotter Spotters can never assault or fire against enemy units. Spotters are always ignored for the
purpose of victory conditions. See app/rulebook for full details.
Spotter Spotters can never assault or fire against enemy units. Spotters are always ignored for the
purpose of victory conditions. See app/rulebook for full details.
Team Weapon requires two or more men to shoot at full effect. There are three types of team weapons
Weapon – squadbased team weapons, support team weapons and artillery team weapons. See app/
rulebook for full details.
Team Weapon requires two or more men to shoot at full effect. There are three types of team weapons
Weapon – squadbased team weapons, support team weapons and artillery team weapons. See app/
rulebook for full details.
Tough When scoring a casualty in close quarters against enemy infantry or artillery units, can
Fighter immediately make 2nd damage roll (but not a 3rd if the 2nd damage roll scores a kill).
Tough When scoring a casualty in close quarters against enemy infantry or artillery units, can
Fighter immediately make 2nd damage roll (but not a 3rd if the 2nd damage roll scores a kill).